Through the 'use' command, it is possible to define complex item transformations. 'use' will work on 2 items, which will be called 'item1' and 'item2'. Syntax for command is 'use item1 with item2'. item2 is searched for a key/value of the form, in this order: * on_use_with_ * on_use_with__ * on_use_with_ If no key is found, use will simply not do anything. If a key is found, it's processed to know what to do. Syntax of the value is pretty simple: * add [number] archetype: will give the player [number] items of archetype specified * remove $1: will remove one item1 * remove $2: will remove one item2 Note that remove can appear multiple times, but you can't specify a precise number to remove. ---------------------------------------------------------- There is also an 'ITEM_TRANSFORMER' (163) item type. Last update: 2005-07-19. An item transformer is simply applied, after having marked a 'victim' item. If the victim is suitable, it will be transformed into something else. To make an item transformable, you just have to fill the 'slaying' field. The syntax is: slaying slayer:[yield ]new_item[;slayer:[yield ]new_item]* with [] denoting optional part, and * any number of preceding []. Example, for object apple: slaying knife:2 half_apple This means that, when applying a knife (non existing item with type of 163), one 'apple' will be transformed into 2 'half_apple'. Pretty simple, hopefully. Transformer uses food value to count how many times it can be used. 0 denotes unlimited uses. The 'slaying' field of the 'transformer' is a verb used to construct a message. More complex imaginary example: Object water slaying bowl:full_bowl;paper:wet_paper if paper and bowl are 'transformer' items.